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GPUParticles3D¶
Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
A 3D particle emitter.
Description¶
3D particle node used to create a variety of particle systems and effects. GPUParticles3D features an emitter that generates some number of particles at a given rate.
Use process_material to add a ParticleProcessMaterial to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial which will be applied to all particles.
Tutorials¶
Properties¶
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Methods¶
capture_aabb ( ) const |
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void |
convert_from_particles ( Node particles ) |
void |
emit_particle ( Transform3D xform, Vector3 velocity, Color color, Color custom, int flags ) |
get_draw_pass_mesh ( int pass ) const |
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void |
restart ( ) |
void |
set_draw_pass_mesh ( int pass, Mesh mesh ) |
Signals¶
finished ( )
Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never emitted.
Note: Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
Enumerations¶
enum DrawOrder:
DrawOrder DRAW_ORDER_INDEX = 0
Particles are drawn in the order emitted.
DrawOrder DRAW_ORDER_LIFETIME = 1
Particles are drawn in order of remaining lifetime. In other words, the particle with the highest lifetime is drawn at the front.
DrawOrder DRAW_ORDER_REVERSE_LIFETIME = 2
Particles are drawn in reverse order of remaining lifetime. In other words, the particle with the lowest lifetime is drawn at the front.
DrawOrder DRAW_ORDER_VIEW_DEPTH = 3
Particles are drawn in order of depth.
enum EmitFlags:
EmitFlags EMIT_FLAG_POSITION = 1
Particle starts at the specified position.
EmitFlags EMIT_FLAG_ROTATION_SCALE = 2
Particle starts with specified rotation and scale.
EmitFlags EMIT_FLAG_VELOCITY = 4
Particle starts with the specified velocity vector, which defines the emission direction and speed.
EmitFlags EMIT_FLAG_COLOR = 8
Particle starts with specified color.
EmitFlags EMIT_FLAG_CUSTOM = 16
Particle starts with specified CUSTOM
data.
enum TransformAlign:
TransformAlign TRANSFORM_ALIGN_DISABLED = 0
TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD = 1
TransformAlign TRANSFORM_ALIGN_Y_TO_VELOCITY = 2
TransformAlign TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY = 3
Constants¶
MAX_DRAW_PASSES = 4
Maximum number of draw passes supported.
Property Descriptions¶
int amount = 8
The number of particles to emit in one emission cycle. The effective emission rate is (amount * amount_ratio) / lifetime
particles per second. Higher values will increase GPU requirements, even if not all particles are visible at a given time or if amount_ratio is decreased.
Note: Changing this value will cause the particle system to restart. To avoid this, change amount_ratio instead.
float amount_ratio = 1.0
The ratio of particles that should actually be emitted. If set to a value lower than 1.0
, this will set the amount of emitted particles throughout the lifetime to amount * amount_ratio
. Unlike changing amount, changing amount_ratio while emitting does not affect already-emitted particles and doesn't cause the particle system to restart. amount_ratio can be used to create effects that make the number